Hi,I suppose you're referring to scenarios like the one mentioned in this "Scattering on animated surface" thread, where the UV space is significantly deformed in time. The possible workaround is to "define the total number of simple "help" surfaces" as shown there. Actually, the way how the Forest Pack plug-in distribution algorithm works doesn't allow to force total number of items.Yes. Is this that hard to add some option tick in next build of fpp? Using Pflow to workaround makes no sense since pflow is slower with large amount of particles. I can use frost with prt from thinkbox, or other stuff, but only FPP renders that fast with octane.Please fix this thing asap, its a long standing issue.nlBest regards,
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